#include using namespace metal; uint tint_clamp(uint e, uint low, uint high) { return min(max(e, low), high); } void clamp_a2de25(device uint* const tint_symbol_1) { uint arg_0 = 1u; uint arg_1 = 1u; uint arg_2 = 1u; uint res = tint_clamp(arg_0, arg_1, arg_2); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device uint* const tint_symbol_2) { clamp_a2de25(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device uint* tint_symbol_3 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(device uint* tint_symbol_4 [[buffer(0)]]) { clamp_a2de25(tint_symbol_4); return; } kernel void compute_main(device uint* tint_symbol_5 [[buffer(0)]]) { clamp_a2de25(tint_symbol_5); return; }